Widening the the size gap for better tuning would be a good direction. Stuff like light vehicles being harder to hit with heavy tank counters would be great for variety
In addition one can add different munition for specialized units:
High penetration, low accuracy low ROF, (maybe higher damage) vs heavies
Medium penetration, medium accuracy, high ROF vs Medium tanks. |
Sure. Make all call in infantry require 1 CP for specialist type units and 3 CPs for Elite type of units.
I can see it both ways. Either make them all 0 CPs and you have powerful units hitting early and a variety of doctrine specific “spammy” strategies, like Assault Grenadiers, Pathfinders, Assault Engineers and similar, or make them all 1 CP where they still hit pretty early but are not available as early units in your build.
A third option would be to make them all 0 CPs but have them start on a long cool down timer, so you can get them right away, but not as your first or second unit.
There are actually many options (CP restriction, CD restriction, build-able not call in...).
Bottom line imo, is that the unit available before minute should be at similar power level as mainline are. |
Seeing as we currently have 0 cp ass grens, 0 cp ass engies, 0 cp fussies, 1 cp cav rifles, earlier pgrens etc... having the arty officer at 1 cp seems like it would be a better fit.
Being able to get this fun, useful unit on the field just a touch earlier would help him vet and be a nice quality of life change. It’s not exactly a pressing balance issue, but it’d be nice to see.
Or even better stop putting more powerful units before minute one and start delaying them instead. |
IMO jackson health is the hardest way to balance it. Since it has to fight off panthers (its very intended role) but i could be less effective against all other armor.
As it is now, M36 is a beefier M10, good mobility, good pen. Since one is stock and the other is doctrinal, there is little reason for M10 to be.
To remove mobility from M36 means it becomes a more defensive unit (and less useful for USF, panthers are also defensive design). To remove ROF makes it a firefly clone, to remove its pen makes it less TD.
As jacksons are meant to be tank hunters and since USF already taxes the player with a lot of APM, sounds reasonable to force jacksons to aggressive tactics rather than be a turreted ATG. If the unit cost is decreased paired with a tech cost increase, to decrease a little its HP and addition a unit upgrade or specialization: High pen and low speed or high mobility and harder to hit, this fits the USF theme and adapt to distict axis threats.
Actually I would try lowering accuracy. One can even increase the size of super heavies.
Then TDs can be balanced separately vs Super heavies where shot will hit but not always penetrate and separately vs mediums where hit will always penetrate but not always hit. |
I think that takes away from the uniqueness of the Urban Assault Commander.
Less shared between doctrines is good for commander diversity.
Maybe I was not clear.
Suggestion:
Ubran no longer has access to rifle grenades and get flamer instead.
Rifle company no longer has access to flamer and now has access to rifle grenades for riflemen only. |
I would rather simply see flamers being swamp for rifle-grenades and moved to riflemen (maybe taking all weapon slots). |
The claim that M36 need to be OP because a doctrinal unit like the Tiger or OKW is OP is simply flawed.
If they Tiger are op they should be fixed. If the m36 are also OP they should also be fixed. |
Sooo many units .. why can admit that this one is simple op in teamgames ? Pls can u focus on that because i feel your next post will be about jackson arive too early too or woverine
Pls can you focus on what I post and NOT what you guess I will post about. |
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If a Pg squad ridding on 250 is requested to upgrade with shrecks, they will disembark. |
imo many powerful units come too early in the game. The timing of units arrival needs an overhaul imo. |